I decided to approach the hair again. This time around I wanted to use planes to build up the hair. I began with using a sphere and shaping pieces of it around the head.
Once I had the bigger 'pieces' of the hair put in place, I made smaller planes and built up the hair further.
I made sure each copied piece was uv unwrapped so that they can share textures.
I created the ponytail out of a cluster of smaller planes:
I carried on adding smaller pieces, this time shaping them like strands. I also modelled the braid and hair bands out of simple primitives.
Once I was happy with the hair strands, I went ahead and began texturing them. I decided to texture this by hand, as approaching hair from a PBR perspective was confusing and wasn't much information available.
I used this base texture as a guide to creating the alpha for the character's hair:
Before texturing the head and rest of the hair, I went made some adjustments and added further detail to the main character's head sculpt:
I also textured the braid and bands on the character's hair:
I focused on adding smaller details to the bands.
Once I had exported the maps from the high poly sculpts. I set up my maps for dDO to get ready for textures.
I then followed the usual method of applying materials to my different colour ids.
Once done, I exported the maps and applied them to my model.
I'm somewhat happy with the results of this.
I feel like the hair could use more work on their opacity map of the alpha though, which will be the next thing I focus on. I wish there was more information on creating hair for PBR textures out there at the time of making this, as it is somewhat unclear on how to get a decent result.
I'm also not completely happy with the face, and I'll probably re approach it for another sculpt.












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